Clean ups of floats & .0f's
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@@ -92,25 +92,25 @@ void Matrix_implementation::set(const Quat& q)
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// methodology. The matrix assignment has been altered in the next
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// few lines of code to do the right thing.
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// Don Burns - Oct 13, 2001
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_mat[0][0] = 1.0f - (yy + zz);
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_mat[0][0] = 1.0 - (yy + zz);
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_mat[1][0] = xy - wz;
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_mat[2][0] = xz + wy;
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_mat[3][0] = 0.0f;
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_mat[3][0] = 0.0;
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_mat[0][1] = xy + wz;
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_mat[1][1] = 1.0f - (xx + zz);
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_mat[1][1] = 1.0 - (xx + zz);
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_mat[2][1] = yz - wx;
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_mat[3][1] = 0.0f;
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_mat[3][1] = 0.0;
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_mat[0][2] = xz - wy;
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_mat[1][2] = yz + wx;
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_mat[2][2] = 1.0f - (xx + yy);
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_mat[3][2] = 0.0f;
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_mat[2][2] = 1.0 - (xx + yy);
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_mat[3][2] = 0.0;
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_mat[0][3] = 0;
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_mat[1][3] = 0;
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_mat[2][3] = 0;
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_mat[3][3] = 1;
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_mat[0][3] = 0.0;
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_mat[1][3] = 0.0;
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_mat[2][3] = 0.0;
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_mat[3][3] = 1.0;
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}
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void Matrix_implementation::get( Quat& q ) const
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@@ -131,8 +131,8 @@ void Matrix_implementation::get( Quat& q ) const
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if (tr > 0.0)
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{
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s = (value_type)sqrt (tr + 1.0);
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QW = s / 2.0f;
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s = 0.5f / s;
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QW = s / 2.0;
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s = 0.5 / s;
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QX = (_mat[1][2] - _mat[2][1]) * s;
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QY = (_mat[2][0] - _mat[0][2]) * s;
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QZ = (_mat[0][1] - _mat[1][0]) * s;
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@@ -150,10 +150,10 @@ void Matrix_implementation::get( Quat& q ) const
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s = (value_type)sqrt ((_mat[i][i] - (_mat[j][j] + _mat[k][k])) + 1.0);
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tq[i] = s * 0.5f;
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tq[i] = s * 0.5;
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if (s != 0.0f)
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s = 0.5f / s;
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if (s != 0.0)
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s = 0.5 / s;
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tq[3] = (_mat[j][k] - _mat[k][j]) * s;
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tq[j] = (_mat[i][j] + _mat[j][i]) * s;
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@@ -600,26 +600,26 @@ void Matrix_implementation::makeOrtho(double left, double right,
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double tx = -(right+left)/(right-left);
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double ty = -(top+bottom)/(top-bottom);
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double tz = -(zFar+zNear)/(zFar-zNear);
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SET_ROW(0, 2.0f/(right-left), 0.0f, 0.0f, 0.0f )
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SET_ROW(1, 0.0f, 2.0f/(top-bottom), 0.0f, 0.0f )
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SET_ROW(2, 0.0f, 0.0f, -2.0f/(zFar-zNear), 0.0f )
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SET_ROW(3, tx, ty, tz, 1.0f )
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SET_ROW(0, 2.0/(right-left), 0.0, 0.0, 0.0 )
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SET_ROW(1, 0.0, 2.0/(top-bottom), 0.0, 0.0 )
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SET_ROW(2, 0.0, 0.0, -2.0/(zFar-zNear), 0.0 )
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SET_ROW(3, tx, ty, tz, 1.0 )
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}
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bool Matrix_implementation::getOrtho(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar)
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{
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if (_mat[0][3]!=0.0f || _mat[1][3]==!0.0f || _mat[2][3]!=0.0f || _mat[3][3]!=1.0f) return false;
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if (_mat[0][3]!=0.0 || _mat[1][3]!=0.0 || _mat[2][3]!=0.0 || _mat[3][3]!=1.0) return false;
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zNear = (_mat[3][2]+1.0f) / _mat[2][2];
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zFar = (_mat[3][2]-1.0f) / _mat[2][2];
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zNear = (_mat[3][2]+1.0) / _mat[2][2];
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zFar = (_mat[3][2]-1.0) / _mat[2][2];
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left = -(1.0f+_mat[3][0]) / _mat[0][0];
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right = (1.0f-_mat[3][0]) / _mat[0][0];
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left = -(1.0+_mat[3][0]) / _mat[0][0];
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right = (1.0-_mat[3][0]) / _mat[0][0];
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bottom = -(1.0f+_mat[3][1]) / _mat[1][1];
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top = (1.0f-_mat[3][1]) / _mat[1][1];
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bottom = -(1.0+_mat[3][1]) / _mat[1][1];
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top = (1.0-_mat[3][1]) / _mat[1][1];
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return true;
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}
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@@ -634,27 +634,27 @@ void Matrix_implementation::makeFrustum(double left, double right,
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double B = (top+bottom)/(top-bottom);
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double C = -(zFar+zNear)/(zFar-zNear);
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double D = -2.0*zFar*zNear/(zFar-zNear);
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SET_ROW(0, 2.0f*zNear/(right-left), 0.0f, 0.0f, 0.0f )
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SET_ROW(1, 0.0f, 2.0f*zNear/(top-bottom), 0.0f, 0.0f )
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SET_ROW(2, A, B, C, -1.0f )
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SET_ROW(3, 0.0f, 0.0f, D, 0.0f )
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SET_ROW(0, 2.0*zNear/(right-left), 0.0, 0.0, 0.0 )
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SET_ROW(1, 0.0, 2.0*zNear/(top-bottom), 0.0, 0.0 )
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SET_ROW(2, A, B, C, -1.0 )
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SET_ROW(3, 0.0, 0.0, D, 0.0 )
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}
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bool Matrix_implementation::getFrustum(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar)
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{
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if (_mat[0][3]!=0.0f || _mat[1][3]==!0.0f || _mat[2][3]!=-1.0f || _mat[3][3]!=0.0f) return false;
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if (_mat[0][3]!=0.0 || _mat[1][3]!=0.0 || _mat[2][3]!=-1.0 || _mat[3][3]!=0.0) return false;
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zNear = _mat[3][2] / (_mat[2][2]-1.0f);
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zFar = _mat[3][2] / (1.0f+_mat[2][2]);
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zNear = _mat[3][2] / (_mat[2][2]-1.0);
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zFar = _mat[3][2] / (1.0+_mat[2][2]);
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left = zNear * (_mat[2][0]-1.0f) / _mat[0][0];
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right = zNear * (1.0f+_mat[2][0]) / _mat[0][0];
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left = zNear * (_mat[2][0]-1.0) / _mat[0][0];
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right = zNear * (1.0+_mat[2][0]) / _mat[0][0];
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top = zNear * (1.0f+_mat[2][1]) / _mat[1][1];
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bottom = zNear * (_mat[2][1]-1.0f) / _mat[1][1];
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top = zNear * (1.0+_mat[2][1]) / _mat[1][1];
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bottom = zNear * (_mat[2][1]-1.0) / _mat[1][1];
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return true;
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}
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@@ -698,10 +698,10 @@ void Matrix_implementation::makeLookAt(const Vec3& eye,const Vec3& center,const
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u.normalize();
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set(
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s[0], u[0], -f[0], 0.0f,
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s[1], u[1], -f[1], 0.0f,
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s[2], u[2], -f[2], 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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s[0], u[0], -f[0], 0.0,
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s[1], u[1], -f[1], 0.0,
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s[2], u[2], -f[2], 0.0,
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0.0, 0.0, 0.0, 1.0);
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preMult(Matrix_implementation::translate(-eye));
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}
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@@ -710,9 +710,9 @@ void Matrix_implementation::getLookAt(Vec3& eye,Vec3& center,Vec3& up,value_type
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{
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Matrix_implementation inv;
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inv.invert(*this);
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eye = osg::Vec3(0.0f,0.0f,0.0f)*inv;
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up = transform3x3(*this,osg::Vec3(0.0f,1.0f,0.0f));
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center = transform3x3(*this,osg::Vec3(0.0f,0.0f,-1));
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eye = osg::Vec3(0.0,0.0,0.0)*inv;
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up = transform3x3(*this,osg::Vec3(0.0,1.0,0.0));
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center = transform3x3(*this,osg::Vec3(0.0,0.0,-1));
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center.normalize();
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center = eye + center*lookDistance;
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}
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